Aye aye, I know, I’m back to talking about this game again. I felt that after all of the time I spent hyping the game in the lead up to its release I should offer my feelings now that I’ve spent a significant amount of time with it.
Being able to nail down an opinion on the game took some time, the reason being that it was so far removed from what I had built up in my mind that I was left reeling.
The largest deviation that The Phantom Pain makes from the standard Metal Gear Solid and something that permeates every aspect of its design is that it features an open world style of gameplay. This allows players to approach the various objectives presented throughout the game’s missions with a degree of freedom not found in any previous entry in the series.
Things like the time of day at which you begin an infiltration, the equipment you choose to develop and bring with you into the field, the support buddy who accompanies you and the amount of time you spend gathering information and marking out the obstacles laid before you are all able to shape your experience and create a unique challenge for each mission.
The game is a joy to play, easily some of the smoothest controls in any game of its type combined with the most satisfying stealth mechanics in the series make for wonderful in-the-moment gameplay. After 175 hours of play I’m currently nestled at 83% completion and still enjoying myself as I work towards 100%.
After waking from a 9 year coma and being confronted with the loss of your left hand, you’re thrust into a desperate escape from a hospital besieged by unknown enemies who want you dead. Dragged through a series of close encounters with deadly and supernatural foes by your mysterious benefactor Ishmael, you learn to control Snake just as he is learning to use his body again. It’s a thrilling opening for the game and it sets the stage for a grand tale of revenge.
Once Snake has escaped the hospital the game opens up, presenting the player for the first time with all of the freedom I detailed before. Unfortunately, it’s at this point that the narrative goes downhill.
While the move towards non-linear design has done a lot to enhance the gameplay it has also limited the potential to tell a compelling story through gameplay. The attention to detail and nuanced presentation of the prologue is no longer possible when the player has the degree of freedom that they do in the core game, everything is thrown off.
To provide an example, there is a mission in the game where Snake is tasked with infiltrating an oil field and shutting down their operations. Following the route the developers expected you to take, you would encounter a group of child soldiers undergoing training. You would have the opportunity to extract the children, removing them from that environment or alternatively turn a blind eye continue towards your objective.
Later down the road you would pass through a village that had been destroyed by conflict, nothing more than rubble and charred corpses. It’s a shocking image that hammers home the monstrous effect that the war economy Snake created has had on the world.
The problem is I never saw any of that my first time through. I just ran in the other direction through a swamp and arrived at the oilfield none the wiser. The absence of focused, linear design meant I bypassed that without even knowing it.
Previous entries in the series have been criticised by some as being far too reliant on extensive, expository cutscenes to deliver the story. In response to that criticism, cutscenes in this game are few and far between, seldom lasting longer than a couple of minutes. The lion’s share of the story in this game is delivered through optional cassette tapes that can be listened to at the leisure of the player.
On paper that’s an interesting solution, sadly it hasn’t worked. Too often I’m taken out of the experience when I have to sit in the chopper and force myself through an explanation of how Huey’s mechanical legs work. In theory you can listen to the tapes when you’re tackling a mission but all too often Kaz or Ocelot will chime in with some radio support that plays over the cassette and makes you miss potentially important information.
Disjointed is probably the word I’d use for this narrative. It doesn’t feel like a cohesive story because of the shortcomings in presentation and this is compounded by the fact that a select few storylines, even including the hijacking of Metal Gear and escape of Eli, are never resolved in the game.
Boss fights are an area in which this series has excelled, though here they are in short supply. The encounter with the sniper Quiet is so sudden and comes out of nowhere. It’s a gripping fight that introduces one of the best characters in the game.
Finally being able to take on Metal Gear was brilliant as well. Being chased around the map by this behemoth was honestly one of the most thrilling fights I’ve had in any game, it’s legitimately intimidating, the sheer size of ST-84 striding across Afghanistan towards you is one of the most striking visuals in the entire game. But that’s it. There were two boss fights of any value, the only other offerings were a handful of encounters with the Skulls.
There are a collection of outstanding moments in the game. From the horror of exploring and later escaping the Devil’s House, the wonderful grandiose performance of Skull Face, having to execute your own soldiers as they salute you, slowly uncovering Huey’s treachery culminating in his exile and watching the anguish in the face of Quiet as she reaches the conclusion she has to forfeit her life to save yours.
If there was something more substantial to tie these things together it would be one of the finest experiences in gaming history but all too often it feels like filler. It’s devastating to think of what this game should have been.
In the end, despite being polished to a mirror sheen and featuring the best gameplay in the series, Metal Gear Solid V is an experience that will forever be defined by what is absent from the game. After reaching the end of the story it’s all too clear that this game is less than what it was supposed to be, and that is devastating. The Phantom Pain is an absurdly appropriate title.